Programmable game-based haptic enabled gun controller

ABSTRACT

Various systems, game controllers, and methods for simulating various objects such as weapons are provided. For example, a game controller may include a trigger, a processor within the body that receives a trigger signal when the trigger is activated by the user. The processor may communicate with a computer running a software program such as a gaming application, and an actuator coupled to the trigger, the actuator configured to output a haptic effect to the trigger in response to receiving a control signal from the processor. The game controller may simulate a gun and generate a recoil effect. In some embodiments, the recoil effect may be generated by impacting a moving mass from a discharge end of the gun to a handle end of the gun. In some embodiments, the recoil effect may be generated by using a body part of a user as a tether.

TECHNICAL FIELD

The present disclosure relates generally to a programmable game-basedhaptic enabled gun controller.

BACKGROUND

Video games and video game systems have become even more popular due tothe marketing toward, and resulting participation from, casual gainers.Popular video game systems like the PLAYSTATION 3 and XBOX have shootinggames in which regular palm-type controllers are used to move andoperate a weapon. These systems may utilize controllers that outputhaptic effects which are presented to the user. The WII system utilizesa WIIMOTE controller which can fit into a plastic shell-shaped gun,whereby the WIIMOTE can provide limited haptic effects which are felt bythe user during playing a gun game.

However, none of the existing systems or games are configured to providethe user with a gun controller that provides extreme realism whichallows the user to be immersed in the gaming experience.

SUMMARY

The invention addressing these and other drawbacks in the art relates tosystems, game controllers, and methods for simulating various objectssuch as weapons. For example, a game controller may include a bodyhaving a handle adapted to be grasped by a user, a trigger coupled tothe body adapted to be operated by the user's finger, a processor withinthe body and configured to receive a trigger signal from the triggerwhen the trigger is activated by the user, the processor configured tocommunicate with a computer running a software program, and an actuatorcoupled to the trigger, the actuator configured to output a hapticeffect to the trigger in response to receiving a control signal from theprocessor.

In some embodiments, a method of generating a recoil effect on acontroller may include detecting a trigger signal, moving a mass, by anactuator in response to the trigger signal, from a first position at adischarge end of the controller in a first direction toward a secondposition, releasing the mass, by the actuator, at the second positionsuch that the mass travels from the second position in the firstdirection to an end stop at a handle end of the controller and impactsthe end stop using momentum from the actuator, where the impactgenerates the recoil effect.

In some embodiments, a method of generating a recoil effect remote froma controller may include detecting, by a recoil device remote from thecontroller, a trigger signal originating from the controller such thatthe recoil device contacts a first location of a body of the user andthe controller contacts a second location of the body of the user. Thecontroller may be operated by the user to control a gaming application.The method may further include causing, by the recoil device in responseto the trigger signal, a recoil effect to be output to a user at thefirst location remote from the second location.

Various other objects, features, and advantages of the invention will beapparent through the detailed description of the preferred embodimentsand the drawings attached hereto. It is also to be understood that boththe foregoing general description and the following detailed descriptionare exemplary and not restrictive of the scope of the invention.

BRIEF DESCRIPTION OF DRAWINGS

The accompanying drawings, which are incorporated into and constitute apart of this specification, illustrate one or more examples ofembodiments and, together with the description of example embodiments,serve to explain the principles and implementations of the embodiments.

FIG. 1 illustrates a side view of an example game controller inaccordance with an embodiment.

FIG. 2 illustrates a side view of an example game controller inaccordance with an embodiment.

FIG. 3 illustrates a block diagram of a game controller in accordancewith an embodiment.

FIG. 4 is a block diagram of a recoil actuator that generates a recoileffect, according to various embodiments of the invention.

FIG. 5a is a block diagram of a controller, which includes a recoilcomponent that generates a recoil effect, according to variousembodiments of the invention.

FIG. 5b is a block diagram of a controller, which includes a recoilcomponent that generates a recoil effect, according to variousembodiments of the invention.

FIG. 5c is a block diagram of a controller, which includes recoilcomponent that generates a recoil effect, according to variousembodiments of the invention.

FIG. 6a is a cross-sectional illustration of a controller that generatesa user-grounded recoil effect, according to various embodiments of theinvention.

FIG. 6b is a block diagram of a controller that generates auser-grounded recoil effect, according to various embodiments of theinvention.

FIG. 7a is a block diagram of a controller that generates auser-grounded recoil effect as held by a user, according to variousembodiments of the invention.

FIG. 7b is a block diagram of a controller that generates auser-grounded recoil effect as held by a user, according to variousembodiments of the invention.

FIG. 8a illustrates a controller that generates a user-grounded recoileffect as grasped by a user, according to various embodiments of theinvention.

FIG. 8b illustrates a controller that generates a user-grounded recoileffect as grasped by a user, according to various embodiments of theinvention.

FIG. 9 is a block diagram of a system for providing recoil effects,according to various embodiments of the invention.

FIG. 10a illustrates a system for providing recoil effects using arecoil device configured as a foot pad, according to various embodimentsof the invention.

FIG. 10b illustrates a system for providing recoil effects using arecoil device configured as a wearable body device, according to variousembodiments of the invention.

FIG. 10c illustrates a system for providing recoil effects using arecoil device configured as a wearable arm device, according to variousembodiments of the invention.

DETAILED DESCRIPTION

Example embodiments are described herein in the context of aprogrammable game-based haptic enabled gun controller. Those of ordinaryskill in the art will realize that the following description isillustrative only and is not intended to be in any way limiting. Otherembodiments will readily suggest themselves to such skilled personshaving the benefit of this disclosure. Reference will now be made indetail to implementations of the example embodiments as illustrated inthe accompanying drawings. The same reference indicators will be usedthroughout the drawings and the following description to refer to thesame or like items.

In the interest of clarity, not all of the routine features of theimplementations described herein are shown and described. It will, ofcourse, be appreciated that in the development of any such actualimplementation, numerous implementation-specific decisions must be madein order to achieve the developer's specific goals, such as compliancewith application- and business-related constraints, and that thesespecific goals will vary from one implementation to another and from onedeveloper to another. Moreover, it will be appreciated that such adevelopment effort might be complex and time-consuming, but wouldnevertheless be a routine undertaking of engineering for those ofordinary skill in the art having the benefit of this disclosure.

In accordance with this disclosure, the components, process steps,and/or data structures described herein may be implemented using varioustypes of operating systems, computing platforms, computer programs,and/or general purpose machines. In addition, those of ordinary skill inthe art will recognize that devices of a less general purpose nature,such as hardwired devices, field programmable gate arrays (FPGAs),application specific integrated circuits (ASICs), or the like, may alsobe used without departing from the scope and spirit of the inventiveconcepts disclosed herein. It is understood that the phrase “anembodiment” encompasses more than one embodiment and is thus not limitedto only one embodiment. Where a method comprising a series of processsteps is implemented by a computer or a machine and those process stepscan be stored as a series of instructions readable by the machine, theymay be stored on a tangible medium such as a computer memory device(e.g., ROM (Read Only Memory), PROM (Programmable Read Only Memory),EEPROM (Electrically Eraseable Programmable Read Only Memory), FLASHMemory, Jump Drive, and the like), magnetic storage medium (e.g., tape,magnetic disk drive, and the like), optical storage medium (e.g.,CD-ROM, DVD-ROM, paper card, paper tape and the like) and other types ofprogram memory.

FIG. 1 illustrates a schematic of a haptically enabled gun controllerfor use with a video game in accordance with an embodiment. As shown inFIG. 1, the controller 100 includes a body 102, a handle 104, a trigger106, an input/output port 108 which may be wired, as shown, or wirelessusing any appropriate known technology. It should be noted that the guncontroller shown in FIG. 1 is only an example and any other design ofgun is contemplated. For instance, the controller may be designed tolook like a semi-automatic or automatic rifle, shotgun, grenadelauncher, and the like.

The particular controller 100 shown in FIG. 1 includes one or moredirectional-pad controllers 110 as well as one or more buttons 112 tooperate various features during game play. In an embodiment, thecontroller 100 may include a slidable barrel 114 which the user mayslide back and forth (as shown by the arrow) to load a virtual bulletinto the chamber after the weapon is loaded. In addition, the controller100 includes one or more actuators 122 located within various locationsof the controller. More details regarding the different actuators arediscussed below, although the same reference numeral is referred to forall actuators for clarity purposes.

In an embodiment, the gun controller 100 is reconfigurable to allow theuser to expand the same base controller 100 into a rifle, shotgun orsemi-automatic/automatic gun, as shown in FIG. 2. In particular, thecontroller 100 shown in FIGS. 1 and 2 includes an external componentport 124 at the end of the barrel 124A, under the barrel 124B, and atthe rear side of the handle 124C, although component ports 124 may belocated elsewhere. It is also contemplated that any number of componentports (if any) are configured on the controller 100.

In the embodiment shown in FIG. 2, the controller 100 may be configuredto engage removable stock and barrel components which would allow theuser to use the controller like a rifle. In particular, the controllerin FIG. 2 is shown to have an extended barrel 126 coupled to thecontroller 100 at port 124A, an additional handle (or cartridge) 116coupled to the controller 100 at port 124B, and a stock butt 128 coupledto the controller at port 124C. It is preferred, however, that thecenter of mass of the controller 100 changes as external components areattached or removed from the base 102, whereby the change in the centerof mass may adjust the weight and/or control of the controller (e.g.heaver when in a rifle configuration, lighter when in a regular pistolconfiguration). The detachable components may be hollow or made of amaterial which allows haptic effects from the base to be sufficientlyfelt at the attached component, which will be discussed in more detailbelow.

In an embodiment, as shown in FIG. 2, any or all of the detachablecomponents 116, 126, 128 include one or more actuators 122 therein,whereby the component is electrically connected to the base 102 whenattached thereto to allow the actuators 122 to operate in conjunctionwith the controller 100. The actuators 122 within the detachablecomponents would thus preferably be connected to the base 102 and wouldreceive respective control signals to activate those actuators 122 tooutput various haptic effects to the user. For example, the butt 128 ofthe stock may be designed to include one or more actuators 122 whichactivate in response to receiving a control signal from the processor(see FIG. 3). Upon receiving the control signal, the actuator 122 in thebutt 128 would be configured to output a haptic effect which is directlyfelt in the user's arm (i.e. simulate recoil). It is contemplated thatthe handle (or cartridge) 116 also includes an actuator 122 thereinelectrically coupled to the controller 100, whereby the actuator 122 mayoutput a vibration or pulse upon the controller 100 being “fired” by theuser. Similarly, the extended barrel 126 may include an actuator 122therein that is electrically coupled to the controller 100, whereby theactuator 122 may output a vibration or pulse upon the controller 100being fired by the user. Although not shown, the controller 100 may beconfigured to engage a tri-pod and/or scope to use the controller 100 asa sniper rifle.

The controller 100 is preferably configured to provide the user with thephysically satisfying experience of simulating the act of reloading theweapon. As mentioned, the port 124 of the controller 100 may be acartridge bay which allows the user to insert and remove a cartridge.The controller 100 may be configured to allow the use of double sidedclips, whereby the user may pull the cartridge out and then re-set it.One or more actuators 122 of the controller 100 be programmed to outputa haptic effect, such as a pulse, to indicate that the cartridge hasbeen engaged. In an example, the controller 100 may utilize button 112which the user presses, whereby a spring-like haptic effect may beoutput by the actuator 122 onto the button 112 to simulate the weaponbeing cocked. Additionally or alternatively, the controller 100 may beconfigured to allow the simulation of loading shotgun shells.

FIG. 3 illustrates a block diagram of the gun controller in accordancewith an embodiment. As shown in FIG. 3, the controller 100 preferablyincludes a local processor 118 which communicates with a video gameconsole 99 (hereinafter referred to as well as the “host computer”). Inan embodiment, transceiver port 108 connects the controller 100 to thehost computer 99 via a wire. In another embodiment, the transceiver port108 wirelessly connects the controller 100 to the host computer 99. Thehost computer 99 is preferably coupled to a display 98 which displaysthe graphical environment of the video game. The controller 100 may bealternatively configured to not include the local processor 118, wherebyall input/output signals from the controller 100 are handled andprocessed directly by the host computer 99.

The local processor 118 is preferably coupled to the controller trigger106, the directional-pad controller(s) 110 (if any), the button(s) 112(if any), one or more sensors 120, one or more actuators 122 as well asone or more optional external component ports 124. The processor 118 mayalso be coupled to other components, such as a shape changing material130 of the body, one or more light emitting devices 132 on the exteriorof the body and an air jet mechanism 134. It should be noted that theschematic shown in FIG. 3 is an example and not all of the componentsneed to be incorporated into the controller 100.

With regard to the one or more actuators 122 of the controller, thelocal processor 118 provides haptic effect signals to the actuators 122based on high level supervisory or streaming commands from the hostcomputer 99. In the streaming embodiment, the voltage magnitudes anddurations are streamed to the controller 100 where information isprovided by the host computer 99 to the actuators 122. In operation, thehost computer 99 may provide high level commands to the local processor118 such as the type of haptic effect to be output (e.g. vibration,jolt, detent, pop, etc.) by one or more selected actuators, whereby thelocal processor 118 instructs the actuator as to particularcharacteristics of the haptic effect which is to be output (e.g.magnitude, frequency, duration, etc.) The haptic effects thereby providethe user with the feeling that the controller 100 has come alive duringgame play, as would a real gun when used.

In an embodiment, the controller 100 is weapon-shaped, whereby the localprocessor 118 is preferably housed within the controller 100 and is noteasily removable from the body of the controller 100 (e.g. XBOX,PLAYSTATION 3, etc.). In an embodiment, the local processor 118 iswithin a dedicated video game controller (e.g. WII remote control),whereby the weapon controller 100 is a shell which is configured toreceive the dedicated video game controller therein. It is alsocontemplated that the controller 100 shell may include a dedicated localprocessor in addition to the processor 118 in the video game controller,whereby processing duties, communications and instructions areefficiently routed between the multiple processors to achieve greaterspeed, bandwidth, and flexibility.

The sensor 120 preferably monitors position and/or movement of thecontroller 100 (e.g. accelerometer) to track the position of the gun andprovides sensor signals to the processor 118. The processor 118preferably transmits these sensor signals to the host computer 99 todynamically operate the user's character and/or gun shown on the display98 during game play. Additionally or alternatively, the sensor 120 maybe configured to provide sensor signals directly to the host computer(shown by line 120A). More details of the sensor 120 are discussedbelow.

The trigger 106 is coupled to the processor 118 whereby the trigger,when depressed, preferably outputs a trigger signal to the processor 118to indicate that the user intends to shoot the weapon. The processor 118and/or host computer 99 preferably determines whether the user ispointing to a designated target on the screen when the trigger 106 ispressed, and if the determination is affirmative, the target will beshown on the display 98 as being hit. In contrast, if the determinationis negative, the target will be shown on the display as not being hit.

As shown in FIGS. 1 and 3, the controller 100 includes one or moreactuators 122 coupled to the trigger 106 (hereinafter referred to as a“trigger actuator”). In an embodiment, the trigger actuator 122 isconfigured to output a haptic effect upon receiving a control signalfrom the processor 118, whereby the haptic effect provides the user witha realistic sensation of what the trigger of a real gun would feel likewhen operated. In an embodiment, a sensor 127 is coupled to the triggerto measure the distance that the trigger is moved by the user's finger.Such measured data is preferably used to utilize haptic effects havingposition-based and/or time-based components.

The actuator may output a haptic effect which incorporates any waveformhaving a position-based component and a predetermined time-basedcomponent. In other words, the position-based component is utilized totrack the position of the trigger, whereby the predetermined time-basedcomponent is played when the position of the trigger has been reached.The predetermined time-based component can be based on a predefinedwaveform that is output as a function of time (i.e., defined before itis output). A predetermined time-based component, for example, can bestored in a processor-readable medium for retrieval by the processor 118or other controller. For example purposes only, a predeterminedtime-based component can be a pulse waveform that has a maximum forceand a duration of 75 ms. This waveform may be stored in, for example, amemory 119 and retrieved by a processor 118 when the processor 118receives an indication that the trigger is at a desired position.

The position-based component can include, for example, a base-linewaveform. In an embodiment, the position-based component can be aphysical or a virtual spring force. In an embodiment, the position-basedcomponent of the haptic effect can be a sinusoidal detent profile, suchas a series of pulses imparted onto the trigger 106. Any base-linewaveform in which the output force is a function of the position of thetrigger may be used as the position-based component.

It is contemplated that the predetermined time-based waveform of thehaptic effect can include a waveform having characteristics that arealterable based on detectable conditions. In one embodiment, themagnitude of the predetermined time-based waveform may be changed basedon a detected instantaneous velocity of the trigger 106 as it is beingmoved. In an alternative embodiment, the duration of the predeterminedtime-based waveform can be changed based on a detected instantaneousvelocity of the trigger 106. In an embodiment, the duration and themagnitude of the predetermined time-based waveform can be changed basedon a detected instantaneous velocity of the trigger. The controller canacquire a predetermined time-based waveform having different magnitudesdepending on the detected velocity of the trigger. More detailsregarding time-based and position-based haptic effects are discussed inU.S. Pat. No. 7,283,120, assigned to Immersion Corporation.

As such, the trigger actuator 122 is programmable, whereby the actuator122 can be set to output the haptic effect based on the sensed distancethat the trigger is pressed by the user. For example, if the user isoperating a revolver in the game, the trigger actuator 106 may beprogrammed to output a click or other haptic effect when the userpresses the trigger past a desired position along the entire permitteddistance of movement. In another example, if the user is operating anautomatic rifle in the game, the trigger actuator 122 may be programmedto output a series of clicks or other haptic effects when the userpresses the trigger only a slight distance from the neutral position. Inyet another example, the trigger actuator 122 may be configured tooutput a resistive force toward the neutral position based on the typeof gun the user is supposed to be handling. For lighter guns, such aspistols, the resistive force would be relatively less than with aheavier gun (e.g. Magnum) which would have a higher resistive forceapplied to the user's finger. In an embodiment, the user may choosethrough the controller 100 or the software to customize and set thethreshold distance upon which the trigger actuator 122 will activateand/or the type of haptic effect which the trigger actuator 122 willoutput. In some embodiments, a simulated weapon may includemodifications that may be taken into account when generating theresistive force. For example, a user may operate a handgun having asilencer in the game. The effects of the silencer, such as weight,shape, or other effect of the silencer may be taken into account whengenerating the resistive force. Thus, when the handgun, for example,includes a silencer, the resistive force may be different as compared towhen the handgun does not include the silencer.

In an embodiment, the controller 100 includes one or more actuators 122in the body, whereby the actuator 122 outputs a haptic effect to thebody 102 to provide the user with a feeling that the weapon is actuallydischarging. It should be noted that the actuators 122 are shown in FIG.2 in the body, although multiple actuators 122 are contemplated atdifferent locations on the body. In an embodiment, the body actuator 122is programmable, whereby the actuator 122 is set to output varyinghaptic effects to the body 102 and/or handle 104 based on the type ofthe gun being simulated (e.g. semi-automatic, automatic, laser, etc.)Additionally or alternatively, the actuator 122 may be programmable tooutput varying haptic effects based on the weight and/or caliber of thegun being simulated. For example, if the user is operating a revolver inthe game, the body actuator 122 may be programmed by the software tooutput a single pulse when the user presses the trigger. In anotherexample, if the user is operating an automatic or semi-automatic riflein the game, the body actuator 122 may be programmed by the software tooutput a series of pulses to the body 102 when the user presses thetrigger, thereby mimicking an automatic or semi-automatic rifle. Themagnitude of the haptic effect output by the actuator may be varieddepending on what type of the gun is being simulated (e.g., revolver vs.shotgun) as instructed by the software. In an embodiment, the user maychoose through the controller 100 or the software to customize and setthe type of haptic effect which the body actuator 122 will output.

The actuator 122 may be programmed by the software to output distinctivehaptic effects for different kinds of weapons. For instance, theacceleration and/or frequency of the haptic effect may vary depending onmass, caliber, use (one hand vs. two) of the weapon. The triggeractuator and/or body actuator 122 may also output a distinctive hapticeffect click when the user is firing an empty weapon. This empty clickcould also differ based on the type of weapon being operated by theuser.

In an embodiment, the controller 100 includes an actuator 122 within thehandle 104 or stock butt, whereby the actuator 106 is configured tooutput a haptic effect which represents a recoil effect (hereinafterreferred to as a “recoil actuator”). It is preferred that the recoilactuator 122 is programmable by the software to output a recoil forcewhich differs based on the type of weapon that the user is operating.For example, if the controller 100 is configured to have a stock buttwhich sits against the user's arm or shoulder, a recoil actuator 122 inthe body and/or the butt output a force, vibration, or other hapticeffect which is felt as a shaking or moving of the user's arm orshoulder to give the recoil effect. It is possible to adjust the recoilto cause the butt or handle to move upward relative to the user's body,whereby the user's body is used as leverage to cause the handle or buttto move upward. The system may be configured such that the sensor 120provides a sensor signal of the location where the barrel is pointedimmediately after the recoil is output. This would provide the user witha more realistic experience of the difficulty of successfully hitting atarget when the weapon has a substantial recoil effect.

As mentioned above, the controller 100 may include a slider 114 in anembodiment, whereby the user may slide the slider 114, as with a realweapon, to ready the weapon for firing. The controller 100 may includean actuator 122 coupled to slider 114, whereby the actuator outputs ahaptic effect to be felt by the user as the slider 114 is slid along thebody 102. In an embodiment, the actuator 122 is programmed by thesoftware to output different haptic effects based on the direction whichthe slider 114 is moved. For example, as the slider 114 is moved towardthe handle 102 of the weapon, the actuator 122 may be programmed by thesoftware to output a resistive force much like a real slider mechanism.The actuator 122 may also be programmed to output a haptic effect (e.g.,a click or pulse) when the slider 114 is moved a predetermined (ormaximum) distance, such as to represent that the weapon is cocked. Inthe same example, as the slider 114 is moved back toward its defaultposition, the actuator 122 may be programmed to output a same ordifferent haptic effect (such as an assistive force) which is felt bythe user. Additionally or alternatively, a spring or other urging membermay be coupled to the slider 114, whereby the spring applies theresistive and/or assistive forces to the slider 114 as it is moved.

In an embodiment, all or a portion of the controller 100 may be made ofmaterials which react based on the amount of controller 100 use duringgame play. In particular, the materials of the controller 100 may beconfigured to change color and/or its exterior dimension based uponreceiving a signal from the processor 118. For example, excessive rateof fire could cause result in the barrel heating up as a precursor to aweapon jam. In this example, the processor 118 receives the amount oftimes the trigger is activated (or held down) in a set amount of time.Upon the processor 118 determining that the number of triggeractivations exceed a predetermined threshold, the processor 118 sends asignal to the controller coupled to the material, whereby the materialexpands/contracts and/or changes color. The material is preferablyconfigured to gradually expand/contract and/or change color as thetrigger activations continue after exceeding the threshold. In anembodiment in which the body changes color, the body 102 may include aseries of light emitting diodes (LED) or other light emitting devices132 which gradually illuminate as the weapon “heats up”. In someembodiments, actuator 122 is a temperature actuator that regulates thetemperature of controller 100. For example, the temperature actuator mayprovide heat to the weapon to mirror the temperature of the virtualweapon in gameplay. In an embodiment, the trigger actuator may receive asignal from the processor to output a hard stop haptic effect onto thetrigger after a maximum number of trigger activations are tracked in theset amount of time. This hard stop haptic effect would simulate theweapon seizing due to overheating.

In an embodiment, the controller 100 includes one or more air jets 134in the body and/or in a detachable component to provide the user with adifferent type of haptic effect when an event occurs during game play.The air jet is preferably positioned near the rear of the controller andfaces back at the user, although the air jet may be placed anywhere elseand/or positioned at any desired direction on the controller. The airjet can be used to expel air at the user when the weapon jams or avirtual bullet gets stuck in the chamber. In an embodiment, the air jetmay expel air when the user's character on the display screen 98 takes ahit or is damaged. It is contemplated that other media besides air maybe expelled, such as water, electrical charge (for electrotactilestimulation), etc. In an embodiment, an air compressor or cartridge ispositioned within the body 102 whereby the compressor or cartridgedischarges air when operated into a nozzle which expels the air out ofthe body (and towards the user). The compressor or cartridge maydecrease in air pressure as the air is discharged, thereby giving afeeling of the weapon becoming effectively lighter. This effect couldrepresent the weapon becoming lighter as the bullets are discharged.

In an embodiment, the controller 100 may include an accelerometer,gyroscope or other position-sensing technology which provides additionalsensing capability of the controller 100 as it is moved during gameplay. In an embodiment, the user's character or gun displayed on thedisplay screen 98 may adjust the position and/or orientation of thedisplayed weapon based on the sensed position of the controller 100 inthe user's hands. For example, the displayed weapon would be shown inthe proscribed vertical fashion when the accelerometer senses thecontroller 100 held vertically. In contrast, the displayed weapon wouldbe shown to be held horizontally (e.g., an orientation used by gangstersand other villains in popular culture) when the accelerometer senses theuser orienting the controller 100 horizontally. The haptic effectsoutput by any or all of the controller's 100 actuator(s) may also changedepending on sensed orientation of the controller 100. In anotherexample, the software may be enabled to operate with the accelerometerto show the user's character twirling the gun on the display in responseto the user twirling the controller 100. It is contemplated that theaccelerometer may be used to shake loose a weapon jam (by shaking thecontroller), unlock the weapon for a secondary mode (e.g. using thegrenade launcher), or to reload the weapon. In an embodiment in whichthe controller 100 simulates a shotgun, the accelerometer may track theuser's quick upward movement of the controller to close the displayedshotgun after it is loaded. In an embodiment, the controller 100 is usedwith the software to play a quick draw game in which the user is duelswith another player or the computer, whereby whoever draws from theirholster and hits the opponent first wins the match. In this embodiment,the accelerometer tracks the speed at which the user's controller ismoved from a downward position (such as in being in the user's holster)to pointing at the displayed opponent.

In an embodiment, the accelerometer in the controller 100 may be used tofurther influence game play. For example, the user may move thecontroller 100 after shooting a bullet to cause the bullet to alter itstrajectory, such as curving around corners or imparting lateralacceleration of the bullet. In particular, the software run on the hostcomputer changes the path of the bullet upon receiving sensor signalsfrom the controller's accelerometer. For example, after the user pullsthe trigger (and the bullet is along its trajectory), the user may movethe controller upward, whereby the accelerometer, tracking such motionof the controller, sends sensor signals to the processor and ultimatelyto the host computer. The software program, upon receiving such sensorsignals, causes the displayed bullet to move upward.

In an embodiment, the signals transmitted by the accelerometer may beused to measure and incorporate a user's ‘steady-handedness’ with theweapon when playing a game. For example, if the accelerometer may beconfigured to be extremely sensitive to the movements of the controller100 when the user is operating the controller 100 as a sniper rifle inthe game.

In an embodiment, the controller 100 may be used with a foot pad inwhich the foot pad includes one or more actuators which output hapticeffects in response to receiving corresponding control signals from thehost computer 99. For example, the user standing on the foot pad mayfeel vibrations or individual pulses through the user's feet to simulatethe feel of shells dropping around the user depending on the rate offire and the caliber of the weapon. In particular, the processor 118provides control signals to the actuator in the foot pad in response tothe controller 100 providing signals to the host computer indicatingthat the user is operating the trigger 106. It is preferred that theactuators in the foot pad output the haptic effects in delayed responseto the trigger 106 being operated to simulate the time that the bulletfalls from the weapon to the ground. It should be noted that the footpad may output haptic effects in response to other events occurringduring game play (grenade explosion near the user, etc.). The foot padcan further comprise a force actuator that shifts the balance of theuser, to further simulate the recoil forces of the firearm. In someembodiments, controller 100 and/or the foot pad may provide gamingeffects to communicate information such as game events that areunrelated to the weapon. The gaming effects may be haptic effects, audioeffects, and/or visual effects. In an embodiment, controller 100 maysimulate an advanced weapon that communicates alerts to the user such aswhen entering a hostile area during a combat game. When entering thehostile area, for example, controller 100 may provide a haptic effect orother gaming effect to alert the user.

In an embodiment, the controller 100 may include one or more pressuresensors, touch screens, capacitive buttons or like technology to trackhow the user is holding the controller. For clarity, pressure sensorswill be referred to, although any other appropriate technology iscontemplated. The pressure sensor may be used with the software programto gauge the consistency of the user's action and whether the user wouldlikely hit the target. For instance, the pressure handle may indicatethat the user is holding a shotgun or larger caliber gun with one hand.The host computer and software program, upon receiving this information,may be less likely to reward the user with a confirmed hit. The hostcomputer may also show the user's character holding the displayed weaponwith one or two hands (along with accurate representations of where thehands are on the displayed weapon) depending on whether the pressuresensors indicate the user holding the controller with one or two hands.

FIG. 4 is a block diagram of a recoil actuator 400 that generates arecoil effect, according to various embodiments of the invention.According to various embodiments of the invention, recoil actuator 400includes, among other things, a cavity 401, a coil 402 coupled to cavity401, a moving mass 404, and an end stop 406. Cavity 401 may include beany shaped cavity through which moving mass 404 may travel such as, forexample, cylindrical, oval, square, curvilinear, and/or other shapedcavity. As illustrated in FIG. 4, coil 402 may be wrapped around cavity401 or otherwise coupled to a surface of cavity 401. Recoil actuator 400may include, for example, a linear voice coil actuator or other actuatorconfigured to move moving mass 404 toward end stop 406.

In some embodiments, recoil actuator 400 may cause moving mass 404 tomove in a first direction illustrated in FIG. 4 as arrow A throughcavity 401 toward end stop 406. In some embodiments, moving mass 404 maybe composed of metal or otherwise have magnetic properties. Recoilactuator 400 may apply a current through coil 402, thereby generating amagnetic field, which causes movement of moving mass 404 in the firstdirection. End stop 406 may be directly coupled to a housing or othercomponent of a controller. Thus, impact of moving mass 404 with end stop406 may generate the recoil effect to the controller.

In some embodiments, moving mass 404 may include different materialsthat provide different recoil effects depending on the material used. Insome implementations, for example, moving mass 404 may be made fromdifferent materials that provide different impact sensations, therebygenerating different recoil effects. In some implementations, at least aportion of moving mass 404 may include rubber (or other material), whichchanges the recoil effect as compared to when rubber is not used. Forexample, at least a portion of moving mass 404 may include a rubberportion that impacts end stop 406 and changes the recoil effect ascompared to without the rubber portion. In some embodiments, end stop406 may likewise include different materials that provide differentrecoil effects depending on the material used. Thus, in someembodiments, moving mass 404 and/or end stop 406 may include differentmaterials that varies the haptic perception of the recoil effect.

In some embodiments, moving mass 404 is positioned at an origin positiont₀ and is moved toward a position t₁. At position t₁, moving mass 404 isreleased and travels to position t₂, where moving mass 404 impacts endstop 406, thereby causing the recoil effect. In some embodiments, movingmass 404 is released by reducing the current applied to coil 402. Insome embodiments, the current is reduced to zero. In some embodiments,moving mass 404 is released when moving mass 404 moves beyond a range ofcoil 402. For example, coil 402 may terminate at a position at or beforeposition t₁. Thus, moving mass 404 is released when moved beyondposition t₁.

In some embodiments, after impact with end stop 406, moving mass 404 maymove from position t₂ to position t₁ or other position, where movingmass 404 is recaptured. Upon recapture, moving mass 494 may be moved ina second direction opposite the first direction toward position t₂ orother position. Thus, once the recoil effect is delivered via impactbetween moving mass 404 and end stop 406, recoil actuator 400 mayrecapture moving mass 404 in order to suppress unintended subsequentrecoil effects. For example, recoil actuator 400 may provide acountering force that gradually increases over time to moving mass 404after impact with end stop 306 in order to prevent undesirable orotherwise unintended recoil effects. In some embodiments, recoilactuator 400 may recapture moving mass 404 after a predefined period oftime and/or number of impacts between moving mass 404 and end stop 306.Thus, moving mass 404 may impact end stop 406 a number of times beforebeing recaptured by recoil actuator 400.

In some embodiments, the speed at which moving mass 404 is moved in thefirst direction may be varied to output different magnitudes of recoil.For example, moving mass 404 may be moved in the first direction at ahigher speed to simulate a larger recoil for a larger simulated guncompared to a smaller simulated gun and vice versa. In some embodiments,different speeds are achieved by varying the current applied to coil402.

In an example operation, a trigger signal indicating that a trigger (orother user interface input) has been actuated may be received. Inresponse to the trigger signal, recoil actuator 400 may move moving mass404 from position t₀ to position t₁, at which point recoil actuator 400may release moving mass 404. Once released, moving mass 404 moves fromposition t₁ to position Musing momentum from recoil actuator 400. Atposition t₂, moving mass 404 impacts end stop 406, thereby causing therecoil effect. In some embodiments, recoil actuator 400 may recapturemoving mass 404 at position t₁ (or other position). In some embodiments,upon recapture, recoil actuator 400 may return moving mass 404 toposition t₀ or other position.

FIG. 5a is a block diagram of a controller 500, which includes recoilactuator 400 a that generates a recoil effect, according to variousembodiments of the invention. Controller 500 may include, among otherthings, a discharge end 510 a, a recoil actuator 400 a, and a handle end520 a. In some embodiments, controller 500 is configured to resemble agun. Recoil actuator 400 a may be positioned substantially parallelalong a gun shaft of controller 500.

In some embodiments, a user may point discharge end 510 a away from theuser toward a screen or other interface in order to simulate a shot.Handle end 520 a may be positioned toward the user. Thus, whencontroller 500 is grasped by the user to simulate a shot at a screen orother interface, discharge end 510 a may be positioned away from theuser while handle end 520 a may be positioned toward the user. In theseembodiments, the first direction described above in FIG. 4 may be fromdischarge end 510 a to handle end 520 a.

FIG. 5b is a block diagram of a controller 500, which includes recoilactuator 400 b that generates a recoil effect, according to variousembodiments of the invention. Controller 500 may include, among otherthings, a discharge end 510 b, a recoil actuator 400 a, and a handle end520 b. In some embodiments, controller 500 is configured to resemble agun. Recoil actuator 400 a may be positioned at a recoil angle offsetfrom a gun shaft of controller 500. In some embodiments, the positioningof recoil component causes a recoil effect force vector having adirection substantially perpendicular with a direction illustrated bythe arrow A of motion of a moving mass, such as moving mass 404illustrated in FIG. 4. Thus, by varying the recoil angle, a recoileffect force vector may be varied. In some embodiments, a user may pointdischarge end 510 b away from the user toward a screen or otherinterface in order to simulate a shot. Handle end 520 b may bepositioned toward the user. Thus, when controller 500 is grasped by theuser to simulate a shot at a screen or other interface, discharge end510 b may be positioned away from the user while handle end 520 b may bepositioned toward the user. In these embodiments, the first directiondescribed above in FIG. 4 may be from discharge end 510 b to handle end520 b.

FIG. 5c is a block diagram of a controller 500, which includes recoilactuator 400 c that generates a recoil effect, according to variousembodiments of the invention. Controller 500 may include, among otherthings, a discharge end 510 c, a recoil actuator 400 a, and a handle end520 c. In some embodiments, controller 500 is not shaped as a gun. Inthese embodiments, recoil actuator 400 c may be positioned in a mannersimilar to those illustrated in FIGS. 5a and 5 b. In other words, recoilactuator 400 c may be positioned substantially parallel along a planethat spans a length of controller 500 or offset to intersect the plane.In some embodiments, the first direction may be from discharge end 510 ctoward handle end 520 c.

In some embodiments, controller 500 may include one or more of a recoilactuator 400 a and/or a recoil actuator 400 b. Thus, although FIGS. 5 a,5 b, and 5 c illustrate a single recoil actuator 400, those having skillin the art will appreciate that different numbers, combinations, and/orconfigurations of recoil actuator 400 may be used.

FIG. 6 is a cross-sectional illustration of a controller 600 thatgenerates a user-grounded recoil effect, according to variousembodiments of the invention. According to various embodiments of theinvention, controller 600 may include, among other things, an actuator602, a controller base 610, a linkage 612, a controller anchor 614, agrounding base 620, a linkage 622, a grounding anchor 624, and a userengaging component 626. Controller base 610 may be movably coupled togrounding base 620. In some embodiments, controller base 610 is coupledto grounding base 620 via a hinge (not illustrated in FIG. 6a ). In someembodiments, actuator 602 may be coupled to controller anchor 614 andgrounding anchor 624 via linkage 612 and linkage 622, respectively.Linkage 612 may be any rigid structure such as a wire through whichactuator 602 imparts a force on controller anchor 614. Similarly,linkage 622 may be a rigid structure through which actuator 602 impartsa force on grounding anchor 624. User engaging component 626 is astructure for fastening grounding base 620 to a body part of a user suchas a forearm. For example, user engaging component 626 may include aVELCRO strap, string, fabric, and/or other structure for fasteninggrounding base 620 to a body part of the user. In some embodiments, userengaging component 626 wraps around a body part of user 650. Forexample, user 650 may slide a forearm through user engaging component626, then grasp controller 600. In other embodiments, the engagingcomponent sits naturally against the forearm in such a way that forcecan be applied to the forearm when the handle is gripped.

In some embodiments, actuator 602 is configured to impart a force oncontroller anchor 614 via linkage 612. In some embodiments, the impartedforce is a pulling force 632 that results in a force vector 634. Forcevector 634 causes controller base 610 to move in a direction of forcevector 634 relative to a body part of user 650 (illustrated in FIG. 6b )thereby causing the recoil effect. In some implementations, controlleranchor 614 may be positioned at a discharge end of controller 600. Thus,force vector 634 may cause the recoil effect in a direction from thedistal end of controller 600 toward a user grasping controller 600.

In some embodiments, force vector 634 may cause a force vector 644 to beimparted on grounding base 620. For example, actuator 602, linkage 612and linkage 622 may be coupled to a wound spool such that pulling force632 causes force vector 634 and force vector 644. Thus, pulling force632 may urge together controller base 610 and grounding base 620according to force vector 634 and force vector 644.

When controller 600 is configured to be grasped by user 650 asillustrated in FIG. 6 b, user engaging component 626 may fastengrounding base 620 to user 650. Otherwise, in these embodiments,controller 600 may not be grounded and may not generate the recoileffect. Thus, instead of existing systems that may use a wall, desk, orother object apart from user 650, controller 600 may be grounded using abody part of user 650.

In some embodiments, actuator 602 is configured to impart a force ongrounding anchor 624 via linkage 622. In some embodiments, the impartedforce is a pulling force 642 that results in a force vector 644. Forcevector 644 causes grounding base 620 to move in a direction of forcevector 644 relative to a body part of user 650 (illustrated in FIG. 6b).

In some embodiments, actuator 602 imparts a combination of force vector634 and force vector 644 to thereby impart the recoil effect. In someembodiments, the magnitude of forces generated by actuator 602 may bevaried to simulate different levels of recoil effects, such as a greaterrecoil effect for a larger simulated gun as compared to a smallersimulated gun.

FIG. 6b illustrates a controller 600 that generates a user-groundedrecoil effect as grasped by user 650, according to various embodimentsof the invention. According to the embodiments illustrated by FIG. 6 b,grounding base 620 (as illustrated in FIG. 6a ) is positioned such thatvector force 644 causes grounding base 620 to move away from a body partof user 650. For example, grounding base 620 may be positioned above aforearm of user 650 when controller 600 is grasped in an uprightposition as illustrated. User engaging component 626 fastens controller600 to user 650, thereby holding grounding 620 substantially in placerelative to user 650 as the recoil effect is delivered by controller600. Thus, by coupling controller 600 to a body part of user 650 viauser engaging component 626, vector force 644 is opposed by the bodypart of the user.

FIG. 7a is a cross-sectional illustration of a controller 700 thatgenerates a user-grounded recoil effect, according to variousembodiments of the invention. According to various embodiments of theinvention, controller 700 may include, among other things, a recoilactuator 702, a controller base 710, a linkage 712, a controller anchor714, a grounding base 720, a linkage 722, and a grounding anchor 724.Controller base 710 may be movably coupled to grounding base 720. Insome embodiments, controller base 710 is coupled to grounding base 720via a hinge (not illustrated in FIG. 7a ). In some embodiments, recoilactuator 702 may be coupled to controller anchor 714 and groundinganchor 724 via linkage 712 and linkage 722, respectively. Linkage 712may be any rigid structure such as a wire through which recoil actuator702 imparts a force on controller anchor 714. Similarly, linkage 722 maybe a rigid structure through which recoil actuator 702 imparts a forceon grounding anchor 724.

In some embodiments, recoil actuator 702 is configured to impart a forceon controller anchor 714 via linkage 712. In some embodiments, theimparted force is a pulling force 732 that results in a force vector734, thereby causing the recoil effect. Force vector 734 causescontroller base 710 to move in a direction of force vector 734 relativeto a body part of user 750 (illustrated in FIG. 7b ). In someimplementations, controller anchor 714 may be positioned at a dischargeend of controller 700. Thus, force vector 734 may cause the recoileffect in a direction from the distal end of controller 700 toward auser grasping controller 700.

In some embodiments, force vector 734 may cause a force vector 744 to beimparted on grounding base 720. For example, recoil actuator 702,linkage 712 and linkage 722 may be coupled to a wound spool such thatpulling force 732 causes force vector 734 and force vector 744. Thus,pulling force 732 may urge together controller base 710 and groundingbase 720 according to force vector 734 and force vector 744.

When controller 700 is configured to be grasped by user 750 asillustrated in FIG. 7 b, grounding base 720 may contact a body part ofuser 750 when urged upward by vector force 744. Thus, the body part ofuser 750 blocks a path of grounding base 720 and therefore a userengaging portion may not be needed. In some embodiments, controller maynonetheless include a user engaging portion (not illustrated in FIG. 7b).

In some embodiments, recoil actuator 702 is configured to impart a forceon grounding anchor 724 via linkage 722. In some embodiments, theimparted force is a pulling force 742 that results in a force vector744. Force vector 744 causes grounding base 720 to move in a directionof force vector 744 relative to a body part of user 750 (illustrated inFIG. 7b ).

In some embodiments, recoil actuator 702 imparts a combination of forcevector 734 and force vector 744 to thereby impart the recoil effect. Insome embodiments, the magnitude of forces generated by recoil actuator702 may be varied to simulate different levels of recoil effects, suchas a greater recoil effect for a larger simulated gun as compared to asmaller simulated gun.

FIG. 7b illustrates a controller 700 that generates a user-groundedrecoil effect as grasped by user 750, according to various embodimentsof the invention. According to the embodiments illustrated by FIG. 7 b,grounding base 720 (as illustrated in FIG. 7a ) is positioned such thatvector force 744 causes grounding base 720 to move toward a body part ofuser 650. For example, grounding base 720 is positioned below a forearmof user 750 when controller is grasped in an upright position asillustrated. In these embodiments, a body part of user 750 is positionedin a path that opposes movement of grounding base 720 when vector force744 is applied, thereby resisting motion of grounding base 720 in adirection of vector force 744. Thus, the body part of user 750 may beused as a ground to impart the recoil effect.

FIGS. 8a and 8b illustrate a controller 800 that generates auser-grounded recoil effect as grasped by user 850, according to variousembodiments of the invention. According to various embodiments of theinvention illustrated by FIGS. 8a and 8b , controller 800 may be shapedin the form a rectangle or other shape not resembling a gun. In theseembodiments, controller 800 may include components described above withrespect to controller 600 and controller 700 to provide the recoileffect.

FIG. 9 is a block diagram of system 900 for providing recoil effects,according to various embodiments of the invention. According to variousembodiments of the invention, system 900 may include, among otherthings, a controller 902, a computer 904, and a recoil device 906.Controller 902 may be communicably coupled to computer 904 and to recoildevice 906 via links 901 and 903, respectively. Recoil device 906 may becommunicably coupled to computer 904 via link 905. Links 901, 903, and905 may be any communication link such as known wired or wireless links.In some embodiments, controller 902 may control an application such as agame running on computer 904, which may be a gaming console. In someembodiments, although illustrated in FIG. 9 as separate devices,controller 902 and computer 904 may include an integrated device such asa handheld gaming device (e.g., SONY PSP).

In some embodiments, recoil device 906 includes an actuator (notillustrated in FIG. 9), such as actuator 122 described above, configuredto output haptic feedback. In some embodiments, recoil device 906 isremote from controller 902. In other words, recoil device 906 may be astandalone device that generates recoil effects to a user. In someembodiments, recoil device 906 may be coupled to the user. For example,recoil device 906 may be worn on a body part of the user, contacted by afoot of the user such as by the user standing on recoil device 906, orotherwise be coupled to the user.

In some embodiments, recoil device 906 responds to input from controller902. In these embodiments, recoil device 906 is coupled to controller902 and receives an input signal, such as a trigger signal, fromcontroller 902. The trigger signal may be generated in response to a gunshot being simulated such as when a user manipulates a user interfacemember (not illustrated in FIG. 9) of controller 902 to simulate pullinga trigger of a gun. In response to the input signal received fromcontroller 902, recoil device 906 may impart a haptic effect to theuser, thereby generating a recoil effect to simulate a recoil of a gun.

In some embodiments, recoil device 906 responds to input from computer904. In these embodiments, recoil device 906 is coupled to and receivesan input signal from computer 904. For example, computer 904 may receivea trigger signal from controller 902 in response to which computer 904transmits the input signal to recoil device 906. In response to theinput signal received from computer 904, recoil device 906 may impart ahaptic effect to the user, thereby generating a recoil effect tosimulate the recoil.

FIG. 10a illustrates a system 1000 a for providing recoil effects usinga recoil device 906 a configured as a foot pad, according to variousembodiments of the invention. According to various embodiments of theinvention, a user 1010 may grasp controller 902 while interacting withcomputer 904 such as when playing a game. User 1010 stands on recoildevice 906 a, which is configured as a foot pad or other device on whichuser 1010 stands. In these embodiments, recoil device 906 a may generatehaptic force such that a balance of user 1010 shifts. For example,recoil device 906 a may include one or more force actuators (notillustrated in FIG. 10a ) that move in response to a trigger signal.Movement of the one or more force actuators may contact a foot of user1010, altering the balance of user 1010, thereby simulating a recoileffect.

FIG. 10b illustrates a system 1000 b for providing recoil effects usinga recoil device 906 b configured as a wearable body device, according tovarious embodiments of the invention. According to various embodimentsof the invention, user 1010 may grasp controller 902 while interactingwith computer 904 such as when playing a game. User 1010 may wear recoildevice 906 b on and/or around a body part of user 1010. For example,recoil device 906 b may be configured as a vest to be worn around atorso of user 1010, a backpack to be worn around a back of user 1010, orother wearable device. In these embodiments, a haptic effect may beimparted to the body part of user 1010 while recoil device 906 b is wornby user 1010. In this manner, user 1010 may feel the recoil effect atone or more parts of the body of user 1010.

FIG. 10c illustrates a system 1000 c for providing recoil effects usinga recoil device 906 c configured as a wearable arm device, according tovarious embodiments of the invention. According to various embodimentsof the invention, user 1010 may grasp controller 902 while interactingwith computer 904 such as when playing a game. User 1010 may wear recoildevice 906 c on and/or around at least a portion of an arm of user 1010.In some embodiments, recoil device 906 c may generate haptic effects tothe arm of user 1010. In some embodiments, recoil device 906 c mayinclude an actuator 1020 that imparts moving forces 1030 and 1040 on thearm of user 1010 similar in action to actuators 602 and 702 describedabove in FIGS. 6 and 7, respectively, thereby generating the recoileffect directly on an arm of user 1010.

Although FIGS. 10 a, 10 b, and 10 c illustrate user 1010 graspingcontroller 906, user 1010 may interact with recoil device 906 a, 906 b,and 906 c in an absence of interacting with controller 906. For example,user 1010 may stand on recoil device 906 a configured as a foot padwithout grasping controller 902. In these embodiments, simulated recoileffects may respond to a trigger signal originating from computer 904and/or from recoil device 906 a, such as when recoil device 906 aincludes a user interface member that acts as a trigger. Furthermore,recoil device 906 may be used with other devices and/or controllersdisclosed herein as would be apparent to those having skill in the art.

While embodiments and applications have been shown and described, itwould be apparent to those skilled in the art having the benefit of thisdisclosure that many more modifications than mentioned above arepossible without departing from the inventive concepts disclosed herein.The invention, therefore, is not to be restricted except in the spiritof the appended claims.

1-27. (canceled)
 28. A game controller for simulating a gun comprising:a body having a handle; a trigger coupled to the body; a processorwithin the body configured to: receive a trigger signal from the triggerwhen the trigger is activated, determine a type of gun being simulated,determine a haptic effect having at least one characteristic selectedaccording to the type of gun being simulated, and provide a controlsignal configured to cause the haptic effect; and an actuator configuredto output the haptic effect in response to receiving the control signalfrom the processor.
 29. The game controller of claim 28, wherein theactuator is configured to output the haptic effect to the trigger. 30.The game controller of claim 29, wherein the haptic effect is aresistive force towards a neutral position of the trigger that dependson the type of gun being simulated.
 31. The game controller of claim 29,wherein the processor is further configured to determine the hapticeffect according to a distance that the trigger is activated dependingon the type of gun being simulated.
 32. The game controller of claim 28,wherein the actuator is a temperature actuator, and the processor isfurther configured to regulate the temperature of the body via thetemperature actuator according to an amount of times the trigger isactivated over a set time period.
 33. The game controller of claim 28,wherein the body further includes a plurality of light emitting diodes,and the processor is further configured to regulate illumination of thebody via the light emitting diodes according to an amount of times thetrigger is activated over a set time period.
 34. The game controller ofclaim 28, wherein the actuator is located in the body and is configuredto provide simulated recoil as the haptic effect according to the typeof gun being simulated.
 35. The game controller of claim 28, furthercomprising at least one detachable component including a detachablecomponent actuator, wherein the processor is further configured to:determine a detachable component haptic effect having at least onecharacteristic selected according to the type of gun being simulated,and provide a control signal configured to the detachable componentactuator to cause the detachable component haptic effect
 36. The gamecontroller of claim 35, wherein the detachable component haptic effectincludes at least one of a recoil effect, a vibration effect, and an airjet effect.
 37. The game controller of claim 28, wherein the actuatorincludes an air jet and the haptic effect includes an air jet effect.38. The game controller of claim 28, further comprising a positionsensor configured to detect a position and a movement of the gamecontroller.
 39. The game controller of claim 38, wherein the processoris further configured to send sensor signals to a host computer, thesensor signals including at least the trigger signal and a positionsignal, and wherein the position signal includes information about gamecontroller movement following trigger activation and is configured toinfluence a game outcome decision by the host computer.
 40. A gamingsystem comprising: a host computer configured to run a software game; agame controller for simulating a gun, in communication with the hostcomputer, the game controller comprising: a body having a handle; atrigger coupled to the body; a processor within the body configured to:receive a trigger signal from the trigger when the trigger is activated,determine a type of gun being simulated, determine a haptic effecthaving at least one characteristic selected according to the type of gunbeing simulated, and provide a control signal configured to cause thehaptic effect; an actuator configured to output the haptic effect inresponse to receiving the control signal from the processor; and aposition sensor configured to detect a position and a movement of thegame controller.
 41. The gaming system of claim 40, wherein theprocessor is further configured to send sensor signals to the hostcomputer, the sensor signals including at least the trigger signal and aposition signal, and wherein the host computer is configured to use theposition signal to determine an outcome of the trigger activation in thesoftware game.
 42. The gaming system of claim 41, wherein the hostcomputer is configured to use the position signal to control atrajectory of a bullet in the software game fired by the triggeractivation.
 43. The gaming system of claim 40, wherein the processor isfurther configured to send sensor signals to the host computer, thesensor signals including at least a position signal, and wherein thehost computer is configured to use the position signal to determineactions in the software game according to the type of gun beingsimulated.
 44. A method of using a game controller for simulating a gun,the method comprising: receiving, by a processor, from a trigger coupledto a body of the game controller, a trigger signal when the trigger isactivated; determining a type of gun being simulated; determining ahaptic effect having at least one characteristic selected according tothe type of gun being simulated; providing a control signal to anactuator of the game controller configured to cause the haptic effect;and outputting the haptic effect by the actuator.
 45. The method ofclaim 44, further comprising outputting the haptic effect to the triggeras a resistive force towards a neutral position of the trigger thatdepends on the type of gun being simulated.
 46. The method of claim 44,further comprising providing simulated recoil as the haptic effectaccording to the type of gun being simulated.
 47. The method of claim44, further comprising: detecting, by a position sensor, a position andmovement of the game controller, and sending sensor signals to a hostcomputer, the sensor signals including at least the trigger signal and aposition signal, wherein the position signal includes information aboutgame controller movement following trigger activation and is configuredto influence a game outcome decision by the host computer.